Rylas

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  1. I like Finduilas's build, but I went a slightly different direction. I've always felt that Maneuvers has never been worth the endurance, so I tried adjusting your build to make up for not having it. You're still hitting the 32.5% defense for S/L, and 31.5% for E/N. It's also eked out a little more F/C defense and gained a tiny bit more recharge. I'm assuming the defense is what you wanted (you never told us).

    Taking some slots from Health and Stamina for Fault to be 6-slotted for Mocking (for S/L and rech), and swapping out Boxing with Kick (for E/N) and changing your LF slotting a little. I also replaced Maneuvers with Stealth to keep your LotG.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 6: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(31)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 12: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(34), Dct'dW-Rchg(34)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Rchg(17), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/Rchg(37)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Fault -- Mocking-Taunt(A), Mocking-Rchg(37), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(40)
    Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
    Level 24: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25)
    Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod(31)
    Level 28: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(43), ExStrk-Dam%(48)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 35: Tremor -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg(36), M'Strk-Acc/Dmg/EndRdx(39)
    Level 38: Seismic Smash -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(45), P'ngS'Fest-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb(50)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Power Surge -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Regen/Rcvry+(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(40)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 1.5% DamageBuff(Smashing)
    • 1.5% DamageBuff(Lethal)
    • 1.5% DamageBuff(Fire)
    • 1.5% DamageBuff(Cold)
    • 1.5% DamageBuff(Energy)
    • 1.5% DamageBuff(Negative)
    • 1.5% DamageBuff(Toxic)
    • 1.5% DamageBuff(Psionic)
    • 21.13% Defense(Smashing)
    • 21.13% Defense(Lethal)
    • 12.38% Defense(Fire)
    • 12.38% Defense(Cold)
    • 20.19% Defense(Energy)
    • 20.19% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.06% Defense(Melee)
    • 14.88% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 7.2% Max End
    • 4% Enhancement(Heal)
    • 16% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 4% SpeedFlying
    • 203.8 HP (10.88%) HitPoints
    • 4% JumpHeight
    • 4% SpeedJumping
    • MezResist(Held) 5.5%
    • MezResist(Immobilized) 11%
    • MezResist(Terrorized) 2.2%
    • 20% PerceptionRadius
    • 7% (0.12 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 9% SpeedRunning
  2. The earliest comic I can remember reading was Issue #29 of Transformers. This would be the G1 Transformer comic series from Marvel. The issue featured Bumble Bee and Blaster getting infected by scraplets.



    At that age, the only time I would get a comic was when my parents thought to pick one up, so I never knew how it ended. Later, I did a little digging and found out the cure was nothing more than water. I'm sure if I had read that as a kid I might have found it cool, but finding out later made me realize it was some pretty weak writing.
  3. The Good:
    SS/Fire - Everyone is going to say it. Might as well just put it up first.
    SS/Elec
    Elec/Fire
    Elec/Shield
    DM/EA
    SS/EA
    DM/Shield
    SS/WP
    Stone/WP

    SS/, Elec/, DM/, TW/, Stone/ are some great primaries that can go with a lot of things (haven't touched Staff so I couldn't tell you anything about it). Claws/ gets honorable mention as well.

    /ElA, /Fire, /Shield, /WP, /EA are very good with many primaries. They don't need too much IO help to really shine. Some may say /Inv, but I find it a bit dull as a secondary (this is purely preference speaking).

    The Bad:
    (a lot of sets)/Regen - Yes, in another thread I'm asking for tips on my Stone/Regen. But in my opinion, /Regen needs a lot of love. IOs can make it workable, but without them I think /Regen under-performs.

    EM/(a lot of sets) - Energy Melee was nerfed into obscurity. The lengthy animation times on it's two heavy hitters left a lot of people frustrated with dead targets. And for the little AoE that it has, nerfing the Single Target like that was a bit much.

    The Uncommon
    Anything with Broadsword, Axe, Mace, Dual Blades, Street Justice, Katana, Kinetic or Fiery Melee. I just don't see a lot of builds with those sets. Nothing wrong with them, of course. This is only my observance though, so take it as you will.

    Stone Armor, Reflexes and Dark Armor aren't that common either. Though I will say Dechs has probably improved the number of DA's out there. All fine enough sets on their own (with maybe Stone at the bottom)
  4. Quote:
    Originally Posted by DMystic View Post
    Every chance I get, I make points and suggestions towards fixing those imbalances in the apropriate topics. It's not so much holding down others to create equality as it is Why the hell do you want to tip the scales even more?

    But to reiterate my response to Toast, Expansing the available APP's is a great thing to push for. Getting some kind of Hero/NPC Patrons is something I can support. Simply making PPP's available to Heroes is flat out wrong.
    I understand where you're coming from. I think for the sake of a suggestion that has a chance, the best option would just be creating story arcs for the hero side to open up PPPs. Ideally, no one would have to do arcs to open them, but at least this makes it evenly accessible to all without requiring creating new powers.

    In short: Making Four short story arcs is less work than creating and balancing new APPs.
  5. Quote:
    Originally Posted by DMystic View Post
    To everyone going on and on about how it's uneven/unfair that Villains don't have to do tips for PPP's, guess what there are other uneven/unfair things affecting Villains.
    I've never been one for the idea of holding down others to create a sense of equality. It seems more appropriate to fight to change those things you listed rather than ask someone else deal with inconveniences so they can feel the unfairness you feel.

    But if what you say about redside is true (and I'm not suggesting it is or isn't) then why should anyone want to go through the trouble of obtaining PPPs by going there? Seems you're only reinforcing the reason people would want a better option for PPPs.
  6. Unless this character has a history to back this sudden "coming out," I don't think DC should try to jump the shark. Seems more like a political statement than anything (considering current hot topics). But if they've given reason in the past to question the characters orientation, then I'm all for it.
  7. /signed.

    Power pools being locked behind content never seemed like a good idea to me to begin with. I'm all for unlocking PPPs on both sides. Or, if we just HAVE to have a story arc for it, then create arcs on hero side that open the PPPs to us. Like someone mentioned before, heroes could be assigned missions to get intel on Sirroco or Ghost Widow and in the process "learn their powers."

    As it stands, it's definitely an uneven playing field in regards to power options and the ease at which one can have those options. If I have 50s who I now want to respec into PPPs, then 4 days of my time (and this is if I've been vigilante about keeping the schedule) is more nuisance than fun. Especially when I've been saving up A-Merits for big purchases. Then my wait has been extended even more.
  8. Quote:
    Originally Posted by sypher_vendetta View Post
    there is a better way to achieve this without sacrificing regens tier 9 godmode without a crash by the way, best power of the set imho.
    Quote:
    Originally Posted by planet_J View Post
    I agree Sypher, MoG is awesome for regen and a great asset to use. That is one of the few T9's I will actually take and use.
    MoG certainly isn't a bad power, but if I had to choose between a 15 MoG every 90 seconds (because that's what it would be if I replaced Grant Invis with it), or having soft-cap S/L/E/N (because I'll be able to craft a small purple quite easily), then I'm going to go with the defense over the one power.

    Now, if you can show me how to have both, I'll reconsider. But at the moment, I don't see a need for it.

    Quote:
    I think stone melee is a good set to pair, you can get your defense up pretty easily. Though instead of pounding slugfest, I would have used 3 pieces of Mako's Bite to get the Damage boost, just a thought.
    Meh. Again, I'd rather have the 2.5% defense bonus to help me get that target spot, than 45 HP. Besides, I will be grabbing the accolades for this toon, so he's going to be sitting on top of near-perma DP and those accolades.

    Quote:
    You should also consider going redside, running the ghost widow arc, and getting gloom and Dark Oblit. Those 2 would seriously boost your DPS and AoE. just another thought...that arc is something like 4-5 missions to get the PPP.
    That's not a bad idea. While Dark Oblit is roughly the same damage as Fire Ball, its only two power picks. Which might give me room for MoG. The only problem is seeing if there's a way to recover the lost E/N defense. Char has 5% of my defense in it. So I'll look into it for sure.

    Quote:
    The extra LotG in Weave is superfluous, that bonus does nothing and you will hardly see a defensive boost % wise from that slot.
    Actually, I'm glad to have the 9% accuracy. That 18% I have right now helps to shore-up a few powers that aren't quite where I'd want.
  9. It's not a bad suggestion, but until they remove the story-arc lock on the zone, I'd prefer they not bother with anything else for it.

    Locking it behind an arc made sense a long time ago, but I think it's lost it's usefulness and only hinders many people from using it as much as possible. Why deter people from going there and playing a good TF? If DA doesn't require one, I don't think Cimerora should either.
  10. Rylas

    Why only six?

    Quote:
    Originally Posted by Remaugen View Post
    This could eventually allow perhaps 8-10 enhancement slots per power. Players would continue to get some form of growth and improvement after 50, but not anything really game unbalancing and it would allow people who devote a lot of time to their 50s to ultimately make them pretty uber.
    I'm all for more slots in our builds, but not for having more slots in our powers. And that's only a max of 3 or 6 more slots overall. There's something to be said for having to make decisions. Having it all seems a little unbalanced, no?

    And if you're looking for growth after 50, I think the Incarnate system is doing just fine with that.
  11. I was thinking more about PleaseRecycle's suggestion and found the perfect solution. I'm going to drop Stone Fists instead. It requires salvaging fewer slots and SF wasn't going to be a big part of the attack chain. Also, it meant more recharge than originally.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Crunge: Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 1: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(15)
    Level 2: Heavy Mallet -- SBrutesF-Dmg/Rchg(A), SBrutesF-Rech/Fury(5), SBrutesF-Acc/Dmg/Rchg(7), P'ngS'Fest-Acc/Dmg(7), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(36)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(13), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(9)
    Level 8: Fault -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(37), Dct'dW-Rchg(43)
    Level 18: Seismic Smash -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(19), SBrutesF-Acc/EndRdx/Rchg(19), P'ngS'Fest-Acc/Dmg(21), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(39)
    Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Acc/Rchg(25), Mocking-Taunt/Rchg/Rng(27)
    Level 22: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(34), ExStrk-Dam%(34)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(31)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(29), LkGmblr-Rchg+(29)
    Level 28: Instant Healing -- RechRdx-I(A)
    Level 30: Build Up -- RechRdx-I(A)
    Level 32: Tremor -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(36), Erad-Acc/Dmg/Rchg(39)
    Level 35: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(43)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 41: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), GA-3defTpProc(48)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Partial Core Revamp
    Level 50: Spectral Total Radial Conversion
    ------------
    ------------
    Set Bonus Totals:
    • 1.5% DamageBuff(Smashing)
    • 1.5% DamageBuff(Lethal)
    • 1.5% DamageBuff(Fire)
    • 1.5% DamageBuff(Cold)
    • 1.5% DamageBuff(Energy)
    • 1.5% DamageBuff(Negative)
    • 1.5% DamageBuff(Toxic)
    • 1.5% DamageBuff(Psionic)
    • 24.75% Defense(Smashing)
    • 24.75% Defense(Lethal)
    • 9.13% Defense(Fire)
    • 9.13% Defense(Cold)
    • 23.81% Defense(Energy)
    • 23.81% Defense(Negative)
    • 6% Defense(Psionic)
    • 15.38% Defense(Melee)
    • 16.31% Defense(Ranged)
    • 7.56% Defense(AoE)
    • 5.4% Max End
    • 18% Enhancement(Accuracy)
    • 56.25% Enhancement(RechargeTime)
    • 16% Enhancement(Heal)
    • 129.3 HP (8.63%) HitPoints
    • MezResist(Held) 5.5%
    • MezResist(Immobilized) 4.95%
    • MezResist(Terrorized) 8.8%
    • 7.5% (0.13 End/sec) Recovery
    • 36% (2.25 HP/sec) Regeneration
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 1 Null
  12. Rylas

    Why only six?

    Quote:
    Originally Posted by Aett_Thorn View Post
    Why can't we ask for both?
    Get out of here with your compromise heresy!

    I'm all for both options. But as Aett mentioned earlier, some sets with intentional short comings should keep those deficiencies.

    For example, Obliterations are short on Endurance. If we're adding 4 IOs to the set, maybe only 1 more any endurance to it. And a triple-IO at that. Like Dam/End/Acc. Thus, the set still offers low endurance, but there's the added benefit of an IO that would become a high-demand purchase. (because I like more competition in the market, not less)

    And I really do like the idea of some "odd-ball" sets like MB was saying. EndMod sets with damage. Heal sets with damage. Granted, these work for fewer powers, but it would be nice if you could slot a set in Siphon Life that evenly catered to all aspects of the power.

    IOs have been out for quite a while now, adding some more options would be nice. ATO's are great, of course, but more options for all ATs would be good. Especially in PBAoE and Target AoE sets.
  13. Quote:
    Originally Posted by OmniNogard View Post
    I want a Spines/Ice Brute, 3 Auras, Spines Slow/Dmg, Embrace Slow, Ice Dmg.
    No Ice damage to be had from Ice Armor. Icicles does lethal damage, unfortunately.
  14. Quote:
    Originally Posted by Ice_Ember View Post
    Had to swap jump kick for kick to make it legit.
    Ha! Yes, I noticed that mistake after posting the build. Total brain fart.

    Quote:
    No fault? mitigation wise, it is a great power and I would not skip it.

    Quote:
    Originally Posted by PleaseRecycle View Post
    Maaaaaaan you need to get fault in there. Here's one way: drop grant invis, recover slots from fire blast and char, slot fault with six mocking beratement. Voila, you keep the 7.5% recharge from grant invis, get extra s/l defense, and get a power you're actually going to use, like, a lot. Even without slotting it for stun or endurance reduction it's still a super useful power.
    Trust me, I didn't skip Fault without a lot of consideration. I'd love to have it, but I'm really hoping to stick to the 32.5% for the four types. Easily soft-capping with 1 small purple seems like it would mitigate much more than the power ever could. So can you really fault me? (Sorry for the groaner)

    I like PleaseRecycle's suggestion quite a bit, but there's just one catch: I'd be losing some E/N defense. If there's a place to make up for it, I'd be willing to do it.
  15. Rylas

    X-Men's Cerebro

    Nice work! If you're ever up for the challenge of a more "sphere like" room, I would suggest using the Large Dome (under Arcane) as a guide for where to place things. It helped me create a circle shaped room.
  16. Eh, I think I'd prefer Spines over Ice. If you want to see Ice on a Damage AT, make it Scrappers. I think they're better better made for making that a damaging set.

    I've been wanting 2 damage aura's on a brute for quite a while. And having poison damage has always sounded better than cold to me.

    But then again, maybe we should just compromise and demand both sets on the next round of proliferation. Brutes lack a damage set for both Cold and Poison. There should be an option for both damage types.
  17. In an effort to hit the 32.5% defense mark for S/L/E/N, do you think I've gimped myself? I also added in some moderate recharge bonuses to help with getting DP up as much as possible. Anyhow, if you see any room for improvement, let me know. If you see something that you think could make this character not fun to play at all, do speak up.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Crunge: Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 1: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(15)
    Level 2: Heavy Mallet -- SBrutesF-Dmg/Rchg(A), SBrutesF-Rech/Fury(5), SBrutesF-Acc/Dmg/Rchg(7), P'ngS'Fest-Acc/Dmg(7), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(36)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(13), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(9)
    Level 8: Jump Kick -- ExStrk-Dam%(A), ExStrk-Dmg/KB(15), ExStrk-Acc/KB(34)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(37), Dct'dW-Rchg(43)
    Level 18: Seismic Smash -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(19), SBrutesF-Acc/EndRdx/Rchg(19), P'ngS'Fest-Acc/Dmg(21), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(48)
    Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Acc/Rchg(25), Mocking-Taunt/Rchg/Rng(27)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(31)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(29), LkGmblr-Rchg+(29)
    Level 26: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34), GA-3defTpProc(40)
    Level 28: Instant Healing -- RechRdx-I(A)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(39)
    Level 32: Tremor -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(36), Erad-Acc/Dmg/Rchg(39)
    Level 35: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(43)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 41: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(50)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Partial Core Revamp
    Level 50: Spectral Total Radial Conversion
    ------------
    ------------
    Set Bonus Totals:
    • 1.5% DamageBuff(Smashing)
    • 1.5% DamageBuff(Lethal)
    • 1.5% DamageBuff(Fire)
    • 1.5% DamageBuff(Cold)
    • 1.5% DamageBuff(Energy)
    • 1.5% DamageBuff(Negative)
    • 1.5% DamageBuff(Toxic)
    • 1.5% DamageBuff(Psionic)
    • 26% Defense(Smashing)
    • 26% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 23.81% Defense(Energy)
    • 23.81% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 16.31% Defense(Ranged)
    • 6% Defense(AoE)
    • 3.6% Max End
    • 18% Enhancement(Accuracy)
    • 16% Enhancement(Heal)
    • 48.75% Enhancement(RechargeTime)
    • 151.8 HP (10.13%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 7.7%
    • MezResist(Terrorized) 8.8%
    • 7.5% (0.13 End/sec) Recovery
    • 36% (2.25 HP/sec) Regeneration
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 1 Null
  18. Quote:
    Originally Posted by Ultimus View Post
    ...with a Brawl Index of 9.8889 Seismac Smash.
    Brawl Index! Oh man, there's a term I haven't heard in a long time! You're showing your game age there.

    I have to agree though, Stone Melee is still a great set. In fact, I was considering pairing it with Regen since I've been wanting to make a Regen Brute I could like (I've made a few attempts already). Its mitigation abilities should be helpful in giving regen time to do it's thing.

    My Ela/Stone tank can solo AVs in a decent amount of time. If he can do that, a Brute should be able to do a lot with it. As mentioned before, I think it's the AoE aspect of the set that holds it back in popularity. Many people seem to get stuck on SS/ and forget about Stone.

    Keep in mind, I don't think the set needs a buff or anything. Energy Melee on the other hand...
  19. Quote:
    Originally Posted by Duneman View Post
    If its something stupid like a windfall, restore, xp booster can I choose not to accept it? I have 600 of each of these and will have 600 of each 10 years from now.
    If only there was something you could do with them...
  20. Gonna have to say we need a lot more info. What do you feel like your character is lacking in? The answer for that is usually your "go to" for determining what incarnate powers to craft.
  21. Quote:
    Originally Posted by Zwillinger View Post
    ...

    What hell man?!?!
    Clearly you're not spending enough time on Reddit or Imgur... which might be a good thing for us.
  22. Ever stepping closer to the singularity...

    I, for one, welcome our new autonomous automobile overlords!

    Hopefully these things know how to pull over for police/ambulance/fire truck situations.
  23. I think the success of this film came in two parts:

    1) Whedon.
    2) The interaction between all the actors and the fact that it was obvious no one tried to take the spotlight from the rest of the cast.

    I expected the movie to be a combination of awesome from the preceding films, but I was shocked at how much more the whole had than the sum of its parts.

    Now what's this about a post-credit scene? I left after seeing Thanos. Are you saying I missed something after that!? CRAP! What was it!?

    Guess I'll just have to force myself into seeing it again.
  24. He was causing all kinds of hysteria.
    His beats were sick like malaria.

    RIP Adam.



    Oh, and **** cancer.